Also, as seen above, several members of the cast received texture touch-ups to better fit srb2's color palette, as well as to just show better 'lighting.'

Some other objects/enemies got these touch-ups as well, including but not limited to;
-Springs
-FISH
-Chaos Emeralds

Background

With the recent release of Sonic Mania, I, like several others, were inspired to start making some content again. The amazing looking low-poly work in the special stages of Mania especially, game me something to strive for.

This model pack is designed to answer the what if question "What if SRB2 was made officially for the Saturn?"

As such, the models are designed using parts and textures from whatever Saturn models I could get my hands on, with a target of looking somewhere in the middle-ground quality between Sonic R and Sonic Jam. The other thing about this is, I genuinely believe that a mix of both some sprite assets and modeled assets is what the Saturn would have done, and I won't be making models for every asset under the sun. (so don't expect flowers bushes. etc)

The actual ZIP contains all the files you need, as you need them. Simply export the files to your root SRB2 2.1 folder, start SRB2.exe in OpenGL and use the console command "GR_MD2 1" and your good to go!

New folder organization?

Spoiler:

So, due to me wanting to keep shit organized, I've sorted the models into 4 folders inside the main MD2 folder and setup MD2.dat accordingly. So if you wanted to, you could merge this with whatever current models your using, and just swap out your md2.dat to change what models you're using.

Credit Explained

Spoiler:

Sryder13: His Robohood as a base for the low poly version, as well as being a major support/tester
ˇReremy: Used modified versions of several of his Badnik textures.
TheDoctor: Used his port of Brak, most just redid textures/mapping and walking animation because lazy.
Chromatian: Very helpful in testing/motivation!
Special thanks to Freeze and Ultra from Discord for helping touch-up knuckles' eyelid textures

Future Plans?

Spoiler:

As of this moment this is the "final" version of this pack. I covered what I believe are the relevant character wads of SRB2, and don't have plans to make more unless new wads get released that get used.

I think I'm going to use these models for SRB2Kart, as that game needs the lowest amount of shit on screen at all times.

Update log

Spoiler:

9/7/17 - Fixed TailsCD.md2 swim animation
9/7/17 - Replaced Emeralds with better Saturn/Mania ones. Also, due to some feedback I've taken all ring object models off by default.
If you desire rings simply add the following back to your md2.dat

-Efforts were made to match Jam's animations
-I decided to make sonic's shoe's soles that darker gray/black, as srb2 has it that way, as well as Jam, and I honestly prefer it to the red.
-A quick texture fix was made to clean up color changes on most of the cast
-Sonic and Shadow both received a contrast reduction to better fit the rest of the cast.

10/10/2017

V3.0! Dirk was added to group, goalpost got huge overhaul

-Goalpost were remade from scratch to have a better presentation, use the same images are their respective character's sprites, and now support the background color changing!
-Knuckle's gliding animation got an update to better match the sprites
-Metalsonic got a model touch-up and some animations fixed
-Spindashing frames were adjusted a bit to not look as awkward.

V3.5! Mighty was added, Texture Overhaul

Due to requests, I whipped up a quick Mighty.
Also, as seen above, several members of the cast received texture touch-ups to better fit srb2's color palette, as well as to just show better 'lighting.'

Some other objects/enemies got these touch-ups as well, including but not limited to;
-Springs
-FISH
-Chaos Emeralds

Known "Issues"

-Animation frames added with lua can be very difficult to make models for, ROSY is a great example of this. (NO I can't fix the hammer bounce)
-An excessive amount of MD2 models on screen or in the area will cause Frame issues, I suggest turning on Limit Draw (render distance for objects) in 3D options.
-Tailscd: the way the lua for the extra animation states is setup prevents Tails' tails from interpolating. To simplify, they will animated "not-smooth" :V
-The above issue is also present in many character wad's Spindash states.
-For some reason the Large Score Monitor is broken even though it uses the exact same assets of the lower score monitor.(?)

-Efforts were made to match Jam's animations
-I decided to make sonic's shoe's soles that darker gray/black, as srb2 has it that way, as well as Jam, and I honestly prefer it to the red.
-A quick texture fix was made to clean up color changes on most of the cast
-Sonic and Shadow both received a contrast reduction to better fit the rest of the cast.
Sonic's Run, falling, and TailsGrab animations got huge polish

This got me to try OpenGL to see if it would work on my laptop, and... I can gladly say that it does, and it works... Although the start of the Special Stages could do with some work, as the animation there... Doesn't really seem to exist.

This is by far the best set of custom low-poly models I've seen made for this game hands down, it's so fun to see most everything in 3D without my computer curling up into a ball and dying due to so many objects on screen all with the charm of that Saturn-era style. I am particularly a fan of what you've done for Silver and it makes me really wanna see more modern characters done in this style.

I only have one suggestion as to what to change, could you please make the expression on amy's face change to this to better match her falling sprites?

Honestly, one of the only only issues I can find presently with this pack is how it does not take into consideration characters holding onto sonic, in cases such as SRB2 Heroes, or Multicarry.

And the other issue can be solved by adding more models.

Though, I would like to see a fix to endsigns, so that unmodeled characters still manage to line up with them (and so we can get proper reversed background color), but I don't know how feasible that would be. Maybe have the sign by itself, and offset it just enough to have the sprite be drawn on it correctly?

Regardless, this is great, and I'd love to see it expanded upon to support more mods, and maybe have decoration models. I mean, even mania has models for the decoration, and it would certainly spice things up a fair amount. (then again, BSZ's decor is kinda a pain, so...)

-updated dirk's ice effects to avoid conflicts
-added a special version of sonic's MD2 to be used for SC_Heroesv3.wad, so he makes more sense when in fly formation. It's already setup automatically.(H_SONIC.md2)

I have a slight issue with the emeralds in this pack, visually they look fine on their own but when you get farther away the emerald stops showing it's true color and instead reveals the layers underneath as demonstrated in the aPNG attached, this can lead to emeralds being brighter colors everywhere and being easier to spot. I don't know if this could be classified as a bug but it's certainly a thing that happens. Also, this affects checkpoints but it's less of an issue there.

That's a JPG, not an animated PNG. Whether that's your fault or this message board's fault, I don't know, but you might want to upload the animated PNG somewhere else and link to it instead, if it really doesn't work as an attachment.

I have some suggestion about Brak Eggman:
What about making he looks more like in Sonic OVA (With a black cape and bigger eyes)
I hate to say that but, Brak Eggman walking animation looks so much crap, i would like if you give him some updates!
Another suggestion, him red colors are a too much vibrant for his original colors...
And i found some error during playing with them, Knuckles climbing animation are a little bit "floating" out the walls.

__________________

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Originally Posted by Mystic

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